Thursday, May 2, 2013

In A Dungeon Darkly: Optional Races for OSR Victorian and Other Classic D&D Games


Victorian adventure, horror, and fantasy stories often have a number of non-human or near-human races in the mix. Here are a few classics and a few from more modern horror for Player's to chew the scenery with.

NOTES: A number of these races have attribute modifiers at character creation. I know not everyone likes this method but I happen to like it as helps me better mechanically flesh out the archetypes I'm putting forth here. Not all stat bonuses/penalties are equal. Some have more than others. Same with Abilities and Drawbacks. The balance shouldn't be too far off but, to be honest, I'm more concerned with fun and flavor than perfect character balance.

Attributes are still minimum 3/maximum 18 after all adjustments.
Don't like them? Simply ignore them and use the races otherwise.

I intend to run these with my Victorian rules this coming week, five HD limit and all.
I'm thinking a League of Extraordinary Monsters type game...


Apeman
-2 Int
Brought back to civilization as adults or raised by scientists, they are remnants of a lost civilization in hidden parts of the world such as the lost city of Opar. Savage or civilized, they are fearsome in appearance and a curiosity in the modern Victorian age. Apemen are primitive, with apish features, long arms, and twisted muscular bodies covered in hair ranging from rusty red to brown and black.

Abilities
  • Berserk: If angered or attacked  the Apeman must make a saving throw or go into a violent rage attacking the source of his distress with a +2 bonus to hit/damage with melee weapons, a -2 penalty with ranged weapons, and a -2 penalty to AC. Once combat is over (the irritation is dead or has successfully fled) the Apeman must make another saving throw to calm down and not attack his allies in his frenzy. He makes this saving throw check each round til he comes out of the rage.
  • Climber: The Apeman's body is adapted to climbing as a Thief of the same level.
  • Gristle: +1 to AC from fur and muscle.
  • Inhuman Strength: The Apeman is far stronger than a human. To reflect this he gains a +2  (in addition to their normal Strength bonus) to all  melee and unarmed damage rolls, as well as to attempts to open doors. The +2 is also used as a bonus to any Strength attribute checks. 
Drawbacks
  • Fear of the Unknown: Apemen have a natural fear of the unnatural and strange. They receive a -2 penalty to saving throw checks vs magic. 
  • Freak: Because of his bestial appearance and mannerisms the Apeman is a freak in normal society, looked upon as a subhuman or an animal. He effectively has a Charisma of 0 when dealing with normal people. Some may overlook these traits however and become tolerant or even affectionate if the Apeman has earned this.
  • Primitive: Coming from a primitive society the Apeman often finds unfamiliar technology frightening and confusing. They receive a -2 penalty to rolls while using modern inventions such as firearms, vehicles, etc. Some devices such as a telephone, typewriter, etc will require an intelligence check to use properly without assistance.

Atlantean
+1 Con, +1 Int
Mutated amphibious descendants from the sunken city of Atlantis. The Atlanteans sometimes venture from their sea kingdom to explore the rest of the world. Others are exiled for crimes against their kin. The Atlantean can blend in well with normal Victorian society. The only traces of his ancestry are slight webbing between fingers and toes and a set of gills on the neck, easily covered by a high collar or scarf.

Abilities
  • Amphibious: The Atlantean can breath both water and air.
  • Dark Vision: Attuned to the murky depths the Atlanean can see in the dark up to 60'.
  • Icy Depths: +2 bonus to saving throws versus cold due to their life in the frigid waters of the deep sea.
  • Swimmer: In water the Atlantean is incredibly fast and can swim with a speed of 18.
Drawbacks
  • Dehydrate: The Atlanteans have two problems with this drawback. First: they require twice as much water as the average human to keep thenselves hydrated. If they does not get enough water they begin to dry out and will lose one hit point per hour until death. Secondly: they recieve a  -4 penalty to saving throws vs fire or heat.

The Created
+1 Dex. +1 Con
Victor Frankenstein’s experiments inspired others to experiment on the dead. Over the decades partial and flawed copies of his notes have made their way into forbidden circles of colleges and mad doctors dreaming of creating life.  From these clues a rare few discover the secrets of resurrection and the Created is the result of these experiments. Most do not survive more than a few minutes after their awakening. Those that do often go mad and turn on their creator, destroying the creator, themselves, or sometimes both. Those that do survive and escape find they are outcasts in the world. The Created are a horrific sight of a gigantic body of stitched together body parts.

Abilities
  • Ageless: The Created do not age.
  • Inhuman Strength: The massive bodies of the Created are frighteningly strong. To reflect this it gains a +3  (in addition to their normal Strength bonus) to all  melee and unarmed damage rolls, as well as to attempts to open doors. The +3 is also used as a bonus to any Strength attribute checks. 
  • Iron Constitution: Due to their inherit toughness the Created only take 1/2 damage from cold (1/4 with a successful saving throw.)
  • Massive Stride: Due to their long stride and muscle they move faster than an ordinary man. They move at a 15.
  • Spark of Life: Part of the resurrection of the Created involves massive jolts of electricity. This life spark has allowed them to regenerate damage when struck with electricity.They receive one hp up to their maximum total hp's for every dice of electrical damage done to them.
Drawbacks
  • Fear of Fire: A deep primal fear of fire still lurks in the resurrected dead brains of the Created. When confronted with fire as a weapon or a massive wall of flame the creature must make a saving throw. Success allows it to act normally but with a -2 penalty to all actions. Failure causes it to go Berserk sending it into a mindless rage attacking those who wish to hurt it or get in its way.  While berserk the creature recieves a +2 bonus to hit/damage with melee weapons, a -2 penalty with ranged weapons, and a -2 penalty to AC. Once the attacker is dead or the creature has managed to flee the wall of fire it can make another saving throw to calm down and not attack anyone in its way. The creature makes this saving throw check each round til it comes out of the rage.
  • Freak: Because of its grotesque and unnatural appearance the Created is shunned by normal men and women who are horrified by it. It effectively has a Charisma of 0 when dealing with normal people, even allies. This may be overcome given time and actions by the Created's actions.

Demon
+1 Con, +1 Int
Summoned to by witches covens, banished to Earth by their masters, or accidentally dropped through an inter-dimensional portal Demons sometimes end up trapped in the Victorian world. All are physically twisted in some way. Many have a bestial appearance (horns, hooves, claws, toad's features; the list is endless) while others look like beautiful men or women with red skin and only a few animalistic features. All tend to scheme and crave power and dominion over those around them.

Abilities
  • Darkvision: A Demon can see in the dark up to 60'.
  • Fire Breath: 3x per day a Demon can spit fire up to 20' for 3d6 damage.
  • Horn and Claws: The Demon can make one attack with its horns or claws for 1d4+Str bonus damage.
  • Fire Tolerance: The Demon receives a +4 bonus to saves versus fire and only takes 1/2 damage (1/4 on a successful saving throw.)
  • Flight: A Demon possesses wings allowing it to fly at a speed of 18. It can fly for a number of rounds equal to it's Con score before having to land and rest for 1d6 rounds.
Drawbacks
  • Cold: Demons are vulnerable to cold attacks and take a -4 penalty on saves vs cold.
  • Freak: Demons look horrific and even the beautiful ones are bizarre and frightening to the minds of the Victorian populace. Religion and mythology have firmly ingrained the idea of the Demon as an infernal enemy and living breathing symbol of evil. They effectively have a Charisma of 0 when dealing with normal people, even allies. This may be overcome given time and actions by the Demon, but even this is uncertain due to the religious beliefs of many.
  • Unholy: A Demon cannot approach within 10' of a holy object, bible, holy water, or sacred ground without making a saving throw. Even then they take 1d6 damage if they come into physical contact.
  • Vow: Demons live by their word. They cannot break any vow, oath, or bargain they make unless a successful saving throw with a -4 penalty is made.

Dhampir
+1 Dex, +1 Con
Children born of a human mother and a vampire father they exist in the world of both the living and the undead. As a number of vampires have spread out across the western nations, the number of Dhampir has risen as well. They are often successful vampire hunters, able to detect undead. They are also cursed with their father's lust for blood. Many are nomads, rejected and feared if their true nature is discovered. Dhampir's appear as normal men or women with small fangs and pale skin.

Abilities
  • Bite: The Dharmpir's razor sharp fangs inflict 1d4+Str bonus damage.
  • Blood Healing: For every 2 hp damage the Dhampir causes with his teeth he can drink and regain 1 hp. He can only do this with living human or animal blood.
  • Darkvision: A Dhampir can see in the dark up to 60'.
  • Sense Undead: When within 30' of an undead creature the Dhampir gets to automatically roll a saving throw to sense the creature.
Drawbacks
  • Curse of Blood: When explosed to fresh blood the Dhampir must make a saving throw or attempt to feed on the source.
  • Sunlight: In the sunlight all of the Dhampir's actions are at a -2 penalty.

Ghoul
+1 Con, -2 Cha
Ghouls are men and women who have transformed into a monstrous parody of themselves either by a curse or degeneration and are compelled to eat the rotting flesh of corpses. They haunt morgues and graveyards searching for corpses to sate their fiendish desires. They often live in shabby underground tunnels and warrens beneath graveyards, away from normal society, only emerging at night to prowl around. Ghouls look like normal men and women but with unusually sharp, dirty teeth and an unsettling but hard to place oddness about their features and paleness of skin.

Abilities
  • Bite: The Ghoul's jagged teeth inflict 1d4+Str bonus damage.
  • Burrowing: The Ghoul is adept at tunneling through earth to get to their meals and to build underground warrens for their kin to hide and breed in. They can burrow through dirt at a rate of 5' per round.
  • Darkvision: Years of living underground have given the Ghoul the ability to see in the dark out to 60'.
  • Hardy: The unnatural diet and lifestyle has given the Ghoul a +4 bonus to saves vs poison and disease.
  • Rubbery: A Ghoul's body undergoes subtle changes as it degenerates from human to monster. Their bodies are pliable and slightly rubbery giving them an easier time of slipping through tunnels and small openings in tombs. It also grants them a +2 to AC.
Drawbacks
  • Curse of the Grave: Ghouls crave rotting human flesh. They must eat several pounds of it daily or begin to lose one point of Con per day until they expire. Feeding causes this damage to stop and return at the rate of one point per day as long as they keep feeding. In addition to this any Ghoul who comes near dead human flesh must make a saving throw with a -4 penalty or attempt to devour the flesh.
  • Sunlight: The nocturnal existence of the Ghoul has given it an aversion to sunlight. All daylight actions are at a -2 penalty.

The Living Dead
+1 Str, +1 Con, -4 Cha
The Living Dead are intelligent reanimated corpses with free will and a craving for living flesh. They can be the result of black magic, alchemical experimentation, radiation, and other bizarre methods. They appear as corpses with varying levels of decay. Once reanimated their rate of decay is halted by the eating of living flesh. The Living Dead, with the proper precautions, can blend into society and try to lead a normal life. At least until their craving overwhelm them and they eat their neighbors. With makeup, cologne, and poor gas lamp lighting even severely decayed ones can pass for a living human.

Abilities
  • Eat the Flesh: The bite of the Living Dead (1d3+Str bonus damage  allows them to feed on living flesh. They regain 1hp for every 2hp devoured.
  • Immune: The Living Dead are not affected by Sleep and Charm spells.
  • No Biologic Functions: They need not eat, drink, sleep, or breathe. They are immune to poison and disease.
  • Nonvital Organs: Their nonfunctional organs and dead flesh make them harder to damage. +2 to AC.
Drawbacks
  • Curse of the Flesh: The Living Dead is cursed to crave the flesh of the living. It must eat at least 4 hp of living flesh by dusk each day or begin to crave to feed. When this happens the Living Dead must make a saving throw when sighting any live creature (humans preferred) or attack the living to devour its flesh.
  • Unhealing: The dead body of the Living Dead does not naturally heal. It must repair itself by consuming living flesh.

Serpentman
+1 Dex, +1 Int
Their ancestors ruled the primordial world before men became men. Hiding in tunnels and secret places in the earth the Serpentmen have existed along side mankind, waiting for their chance to reclaim their lost glory and empires. Modern Serpentmen are adept at blending in with mankind either by magical disguise or stealth and trickery, often using minions as their public face. They view humans as inferior 'monkeys' and most desire nothing short of ruling the world by gaining knowledge and power. Theirs is a tradition of powerful magic and sorcery, is not uncommon for Serpentmen to belong to the Wizard class or its variants.

Abilities
  • Climbing: The Serpentman's sinewy body and limbs allow it to climb as a Thief of equal level.
  • Darkvision: The Serpentmen can see in the dark up to 60'.
  • Poison Resistance: Serpentmen have a natural +4 save bonus vs poisons.
  • Poisonous Bite: The Serpentmen have a nasty fanged bite dealing 1d4 damage. In addition, 3x per day, they can inject venom with the bite. Damage is 2d6, save for half damage.
  • Magic Resistance: Serpentmen have always dealt in magic and the blood of powerful sorcerers run in all of their veins. +2 bonus to saves vs spells.
  • Scaly Hide: The scales of the Serpentmen give them a +1 bonus to AC.
Drawbacks
  • Cold Blooded: Serpentmen do not tolerate cold very well. They have a -4 penalty to saves vs cold.
  • Freak: Serpentmen are walking snake-men. They are a horror to the average man or woman who will most likely run screaming or try to kill it if discovered. They effectively have a Charisma of 0 when dealing with normal people, even allies. This may be overcome given time and actions by the Serpentman, if he can treat the people in question as more than lab monkeys or food. 

Victorian Robot
+2 Int
These rare creations are the result of advanced, often far ahead of their time, inventors and scientists who have managed to create self-aware machines. Running on steam, clockworks, and sometimes radioactive materials the Victorian Robot is self-aware and a true oddity and marvel of Victorian Science. Although they are viewed with curiosity and often mistrust and fear from society the Victorian Robot often seeks approval and a sense of self-worth.  For convenience and to mimic humanity they are often humanoid shaped metal constructs.

Abilities
  • Armor: The Robot is sturdily constructed. +4 bonus to AC.
  • Hands of Steel: The Robot does 1d6+Str bonus in unarmed damage.
  • Hardened: The Robot receives a +4 bonus to saves vs fire and cold.
  • Immunity: The Robot is immune to Sleep and Charm spells. 
  • No Biologic Functions: They need not eat, drink, sleep, or breathe. They are immune to poison and disease.
Drawbacks
  • Freak: Because of their odd appearance and origins they are looked upon as property by the majority of society. They effectively have a Charisma of 0 when dealing with normal people. This may be overcome given time and actions by the Robot, especially if it can convince those people that it is more than a talking garbage can.
  • Power Source: Because of their relatively primitive construction (compared to modern machines) the Victorian Robot must replenish its power source once every three days or it will begin to lose one point of Con per hour until it reaches 0 Con and shuts down. After shut down it can be reactivated with proper fuel and regains Con at the rate of two points per hour. 
  • Repairs: Victorian Robots do not naturally heal but must be repaired. The mechanic must make an Int check each hour to repair 1d6 hp for that hour of work.

Werewolf
+1 Con, -1 Cha
Werewolves are men or women who are afflicted with the curse of transforming into a raging wolfman on the three nights of the full moon. They can control the change on other nights, changing at dusk and back to human at dawn. They appear normal, but a bloodthirsty beast resides in their soul, waiting to burst free and kill anything around it. They are damned and most cannot live with the guilt of their monthly rampages and attempt to confine or imprison the Beast when it manifests. Often they come to a point where they kill themselves. Others embrace the Beast inside and in their madness become evil predators in their human form as well.

In Human Form
Abilities
  • Alertness: The Werewolf is only surprised on a 1 on a 1d6.
  • Change at Dusk: On non-full moon nights the Werewolf can choose to change into his Wolfman form at dusk. He is in control during this time, unlike during the full moon. He must stay in this form until dawn.
  • Pentagram Mark: The Werewolf has a +2 bonus to saves vs magic.
  • Track by Scent: The Werewolf can follow a scent trail on a 1-4 on a 1d6.
Drawbacks
  • Animal Panic: A Werewolf cannot come within 10' of an animal or that animal must make a saving throw or try to flee in panic from the Werewolf.
  • Curse of the Full Moon: Werewolves, on the three nights of the full moon, become agitated as the moon begins to rise. They are irritable and twitchy, often uncomfortable in clothing and around others. Once the moon reaches its zenith the human form undergoes a monstrous change. Over the course of five rounds the human form sprouts hair over the entire body, the joints twist and reform as muscle and bone are increased, the nails and teeth become monstrous claws and cruel fangs, the ears elongate, and the eyes become wolfish as a short muzzle dominates the face.
They regain their human form upon the rising of the sun. A Werewolf cannot fully remember what it has done in the form of the Wolfman The memories are spotty as if from a half-remembered nightmare.

Using its Berserker ability the Wolfman will viciously attack anyone it sees until its victim is dead or the beast is driven off. It will make no distinction between friend or foe. It will ravage anyone in its way. Those who are bitten by the Beast and survive are cursed to become Werewolves upon the rising of the next month’s full moon.

In Wolfman Form
-2 Int, -2 Wis
  • The Wolfman has the same HD that he did in human form. Add +2 hp per HD for the new hp total. 
  • These hp are subtracted from the human form's total when he changes back at dawn. This may bring him below 0 hp.
  • Attacks are at +1 per HD, as any normal monster.
  • Saving Throw is the same as human form.
  • Cannot use any class abilities in this form.
  • Cannot speak in this form.
Abilities
  • Alertness: The Wolfman is only surprised on a 1 on a 1d6.
  • Berserker: If angered or attacked  the Wolfman must make a saving throw or go into a violent rage attacking the source of his rage with a +2 bonus to hit/damage and a -2 penalty to AC. Once combat is over (the opponent is dead or has successfully fled) the Wolfman can make a saving throw to come out of his rage and not attack his allies in his frenzy. He makes this saving throw check each round til he comes out of the rage. On nights of the full moon, the Wolfman can use this ability at will. 
  • Bite and Claw: The Wolfman can attack with two claws(1d6+Str bonus each) or one bite (2d4+Str bonus.)
  • Inhuman Strength: The Wolfman is far stronger than a human. To reflect this he gains a +2  (in addition to their normal Strength bonus) to all  melee and unarmed damage rolls, as well as to attempts to open doors. The +2 is also used as a bonus to any Strength attribute checks. 
  • Pentagram Mark: The Wolfman has a +2 bonus to saves vs magic.
  • Regeneration: The Wolfman regenerates all damage but silver at a rate of 1 hp per round.
  • Runner: The Wolfman has a movement of 15.
  • Supernaturally Tough: The extra bone and muscle gives the Wolfman a +2 bonus to AC.
  • Track by Scent: The Wolfman can follow a scent trail on a 1-4 on a 1d6.
  • Weapon Immunity: The Wolfman takes 1/2 damage from all sources except silver or magical weapons. These do full damage.
Drawbacks
  • Animal Panic: A Wolfman cannot come within 10' of an animal or that animal must make a saving throw or try to flee in panic from the Werewolf.
  • Freak: He's a huge werewolf. He'll send the average man or woman into a screaming panic or a catatonic coma. Wolfmen effectively have a Charisma of 0 when dealing with normal people. This may be overcome given time and actions by the Wolfman.





Tuesday, April 23, 2013

Pay for Your Coffins! Unusual weapons for OSR Spaghetti Westerns.


Many of the Spaghetti Western's featured unusual or trick weapons used by the protagonists. Gimmicks like this added one more twist to already larger than life heroes such as Josh Randall, Sabata, and the king of trick weapons, Sartana.


Mauser C96 
Cost: $50
Seen only at the end of the century, the Mauser semi-auto pistol holds a crazy amount of bullets and includes a detachable wooden stock which can serve as a holster.

7.63x25mm Mauser
Dmg:2d6+1, Range:30', Ammo: 10-20
Note: attachable stock increases Range to 50'.

9x19mm Parabellum
Dmg:2d6, Range:25', Ammo: 10-20
Note: attachable stock increases Range to 50'.



LeMat Revolver 
Cost (.36): $35
Cost (.42): $40
The LeMat is a single-action 9 shot cap and ball revolver with the notable feature of having a secondary barrel beneath the primary barrel which fired a single 16 gauge buckshot shell. The LeMat saw service with the Confederate States in the Civil War. Production of the pistol ended after the war. It was produced in .36 and 42 caliber, the later being very late in the war. Each version came with the under-slung shotgun barrel.
.36, Dmg: 2d6, Range: 25’, Ammo: 9
.42, Dmg: 2d6+1, Range: 30’, Ammo: 9
16 ga Shot shell, Dmg:  3d6/2d6/2d6/1d6/1d6, Range: 10’, Ammo: 1, +2 hit first range increment with buckshot.




“Mare’s Leg” Carbine  
Cost: $40
A Mare’s Leg is the nickname for a repeating carbine, usually chambered in .44-40, with its barrel cut down to nine to 12 inches and the butt-stock cut down to make the carbine more pistol-like and usable with one hand. The cocking lever is often an enlarged loop. The length of the Mare’s leg imposes a –1 to Fast Draw. However, a Mare’s Leg is most often worn in a custom holster, composed of straps and a large metal clip for the guns body, which functions as a Fast Draw holster (+1 Fast Draw), to offset the penalty for weapon length.
Dmg: 2d6+2, Range: 30’, Ammo: 6



Sabata’s Derringer 
Cost: $60
The custom derringer has four barrels in a circular formation, chambered in a .45 caliber, and a very large handle. This is because three smaller barrels are hidden in the handle. The end flips down and the three barrels are exposed, set in a vertical line. These barrels fire a smaller navy round. This tactic is often used to gain surprise when opponents think the shooter has fired all four of his shots.
Four barrels, Dmg: 2d6+1, Range: 20’, Ammo: 4
Three hidden barrels, Dmg: 2d6-1, Range: 5’, Ammo: 3


Sabata's Squeeze Palm Pistol
Seven shots of .32 caliber in a circular magazine. The pistol is fired by squeezing the firing lever against the palm of the hand as the short barrel is pointed between the fingers. It is easily concealable with a Pick Pockets check giving the wielder a possible surprise round against a foe who may be unaware it is already in his hands and ready to fire..
Dmg: 2d6-1, Range: 10’, Ammo: 7

4-barrel shotgun 
Cost: $100
Two barrels stacked on top of two more barrels, this rare and expensive shotgun is a fearsome weapon, doubling the fire rate of a shotgun. One to four barrels can be fired at one time.




Dynamite Cigars 
Cost: $2 per stick
A nasty little trick, these are essentially small sticks of dynamite hidden inside of a large cigar. The tip is lit and the short fuse is as well. Good for throwing or getting to an enemy to blow his own face off.
Dmg: 3d4, 5’ blast radius (Save for ½ dmg), +1d4 dmg /1’ radius per cigar.
Damage is not open-ended.. Throwing Increment: 10’.


Sartana’s 5-shot Derringer 
Cost: $40
The weapon most identified with the mysterious gunfighter Sartana is his four-barreled derringer. But it has a secret, it is actually a small 5-shot revolver with the cylinder hidden inside the gun. Three of the four barrels are fakes. Anyone who thinks the shooter has fired all four of his shots is in for a big surprise when the fifth shot is fired.

Sartana’s Weighted Watch 
Cost: $20
A dull gray and very large pocket watch on a long chain. It is actually made of lead and is usable as a flail and can wrap around objects with the chain, allowing the user to grapple the object or pull it towards the watch-wielder.
Dmg: 1d4 + Str bonus, Range: 10’

Sartana’s Razor Throwing Cards
Cost: $20
Razor sharp, card sized and shaped bits of metal which can be thrown as a weapon. They are painted to look like playing cards and will only be seen for what they are by a close inspection. They come in packs of five.
Dmg: 1d3 + Str bonus, Range: 10’


Sartana’s Pipe-organ of Death
Cost: $10,000. Total guess. The DM will probably set it higher, or at least make the PC's go on an epic adventure to find the device.
Ammo Cost: $500 for a full load of mini-cannon shells. $50 for a full load of machine gun rounds. It is unclear who made this fantastic machine, much ahead of its time in firepower. Sartana has shown an aptitude for building strange, complex, mechanical devices, so it is not inconceivable that with enough time and money, he could have designed this beautiful death machine.
One of the craziest and most entertaining weapons in the history of Spaghetti Westerns is the pipe-organ owned by Sartana in the film Light the fuse, Sartana is coming!

Beneath the outer wood panels are steel plates giving Sartana cover (-4) while he manipulates the buttons, keys, and pedals of the death machine.

The outermost tall pipes, far left and far right, swivel forward to reveal they are actually multiple shot mini-cannons. Each cannon holds five rounds, which are automatically fed into the firing mechanism after the previous shot. The cannons can each be fired twice per round. The cannons can also be dropped sideways, at a 90 degree angle, to blast those who would come up on the side of the organ player.
Two cannons 5d6, 10’, 2 shots each per round

The four center pipes drop down to reveal they are machinegun barrels, linked and firing on the same front firing arc. The guns are not precision weapons, and anything and anyone, friend or foe, in the firing arc must make a Save for half damage. Each gun holds enough ammo for 6 rounds of continuous fire.
Four machineguns, cone-shaped area effect (5’ at beginning, 50’ wide, 100’ long), Dmg: 6d6, Save for half damage.

The Organ in action.

Monday, April 22, 2013

Class Ability Checks Pt. II, an Update.

In a previous post I explained why I had set my class ability checks on a d20 roll, some beginning numbers, and a few options. My standard formula was 4+level+Ability modifier (Str, Dex, etc) as the target number to roll under on a 1d20.

Well I'm taking my own advice. After a lot of games with these old numbers I'm changing the formula.
For all future games and writings I'm setting my beginning numbers at 10+1/2 Level (round up)+ Ability modifier (Str, Dex, etc) as the target number to roll under on a 1d20.

The reason for the readjustment is that I simply want more competent PC's and NPC's at lower levels. And why not? The nature of what I like to run and write, settings and conversions, and the fact that I dislike long campaigns (gamer ADD and all. that jazz) has wanting the higher numbers. I've had no complaints from players; this is something I want to institute on my own for better numbers at lower levels without overpowering things.

I also believe they will be suitable for long-term play. Using 1/2 level bonus instead of a full level bonus gives a more satisfying spread of numbers while keeping it simple enough to calculate the number almost instantly in your head and giving the lower level characters a better chance of success.

For example:
A 1st level Thief with a +1 Dex bonus. His Pick Pockets class ability would be 11 or less on a 1d20.
A 3rd level Thief with a +1 Dex bonus. His Pick Pockets class ability would be 13 or less on a 1d20.
A 10th level Thief with a +1 Dex bonus. His Pick Pockets class ability would be 16 or less on a 1d20.
A 16th level Thief with a +1 Dex bonus. His chance would be 19 or less on a 1d20.

As always, DM bonuses and penalties apply and add a lot to the game.

Now I'm off to re-edit all of those classes I've posted to show the new numbers.
Happy gaming!

Wednesday, April 17, 2013

S&W Appreciation Day:The Giant Warrior-King Zombie

One more 'small' thing before I'm off to sleep. It will be expanded upon later.

The Giant Warrior-King Zombie
HD 10
HP 65
AC 5 [14]
Atk 1 by weapon, slam (1d10) or giant sword (3d6)
Move 9
Save  5
AL N
CL/XP  10/1400
Special:  Immune to sleep and charm. Attacks last in round.

The 20' tall Giant corpse wields a massive 15’ sword, doing 3d6 damage. Because of his deteriorated undead form, the Giant attacks last in each round.

A mighty ruler of a pre-human race of giants who fought against a race of savage eldritch creatures from beyond time and space. The creatures were defeated and magically imprisoned in a vault beneath the earth. After death the Giant and a number of his warriors were entombed at the locked doorway imprisoning the creatures and were tasked with guarding it for eternity. Unfortunately the magics used to bind the Giant and his warriors has faded over the millenia. The Giant corpse is but a shadow of his former might and his warriors are truly dead now, no longer able to reanimate and defend the vault.

The key to the prison is the Giant's sword. The bejeweled weapon, when inserted as a key into the massive lock on the prison door, can be turned, opening the locking mechanisms and freeing the eldritch creatures from their prison to wreak havoc on the world.

The Giant will awaken if the sword is removed from it's resting place in his hands.

The legend of the Giant and the tomb/prison has become muddled and altered with each retelling over the generations. The mythical Giant and his warriors are now said to guard over a treasure vault with the sword the key to opening it. Greedy adventurers, and aren't they all, may find the legendary tomb seeking loot. They may succeed in opening the vault only to release a plague of monsters on their world, leading to a campaign of finding a way to re-imprison the monsters they released.


S&W Appreciation Day: Adventure, The Caverns of the Skraelings




Caverns of the Skraelings
This setting can easily be dropped into any existing campaign or used as a one-shot adventure.
For a bit of flavor let's stylize this one a bit for a one-shot game. Let's do Fantasy Vikings, short and sweet with little worry of historical 'accuracy.' A quick reworking of the basic classes, throw in a Berserker class and Trollborn (Half-Ogre) race-class, a quick armor and weapons list, and viola! A fun gimmick for a quick game.

A Viking We Will Go

  • Fighters: No change.
  • Berserkers: Fighters with the following changes: HD is 1d6+3 per level. They gain a +2 to melee damage in battle. They retain Multiple Attacks against creatures of 1HD or less. They can only wear leather armor and use shields. After battle(when the last enemy is dead or fled) they are exhausted and suffer a -2 to all actions, AC, and their move drops to half for 1d6+4 rounds 
  • Scout:  Replace the Open Locks ability with a Tracking ability at the same percentiles/chances.
  • Cleric: No change.
  • Magic User: Normal abilities but remove references to spellbooks. They learn by oral history and runic scrolls.


Trollborn (Half-Ogre)

  • Level, attack, and saving throw as a Dwarf of equal level.
  • HD is 1d6+3
  • +2 damage due to massive size and Str in addition to normal Str bonus. They also gain a +2 to opening doors and relevant Str checks. 
  • -2 to Charisma when dealing with normal humans because of prejudice against his Troll blood.
  • +2 to saving throws vs poison and disease.
  • They cannot fit into normal sized armor and clothing. Their armor and clothing typically costs 1.5 times the normal amount. 

Armor and Weapons allowed
Armor: Chain, Leather, and Shields.
Weapons: Battle Axe, Club, Dagger, Hand Axe, Long Bow, Long Sword, Short Sword, Spear,War Hammer.

The Setup
Rumors of Skraelings living in the forbidding cliffs have been told for centuries. They are rarely seen, a small number hunting, scavenging battlefields and shipwrecks, or thieving from homesteads are reported every few years.

That came to an end two days ago. Influenced by a new Chief among their tribe a large band raided and murdered their way through a small village to the East. They made off with Isgerd, lovely daughter of a local farmer renowned for her beauty.

The Party is part of a rescue effort to find her and loot the Skraeling lair. All tracks led West to the once hidden path down the cliffs.

The Path Down the Cliff
A narrow path leads down the cliff-face approximately 3' wide. It goes down at a steep angle, meandering its way around outcropping of rock (affording whomever is coming up or down the path cover from the opposite end) for over a 100' before merging with a ledge. The ledge is barely 20' long and 5' wide. A large crack in the cliff-face marks the entry into the caverns.

Only one PC at a time will be able to descend the path.

Two guards are sitting on the ledge, feet dangling, watching the view below them. Both are swarthy low-browed primitives with dirty furs and crude spears. Strongly built, the proportions of their limbs seem off and their facial features are uneven. Years of inbreeding have taken their toll.

Skraelings
Degenerate Cavemen
HD 2
HP 8
AC 7 [12]
Atk 1 by weapon, usually spear (1d6), club (1d6), knife (1d4), or rarely sword (1d8)
Move 12
Save  16
AL C
CL/XP  2/30
Special:  None

They are drinking wine from a goatskin, munching old meat, and not paying much attention to the trails up and down the cliffs. With a bit of stealth the party has a good chance to surprise them (1-4 on d6). Failure indicates the guards have caught of glimpse of the PC in the lead, a foot scraped on stone, etc.

The Caverns in the Cliff
1. The Entry Tunnel.
The mouth of the cavern complex is a rough crack in the cliff-face roughly three feet wide and ten feet tall. A tunnel extends beyond the crack with a floor worn smooth from centuries of use. It is lit by torchlight at the end of each corridor turn. 5' wide and roughtly 10' tall,  it extends almost 30' ahead before turning abruptly to the West. Extends another 20' before turning sharply to the North. It extends another 30' before opening up into a torch lit room.

2. Entry Hall
Rough cavern  35' long. The west end, where the entry tunnel emerges, is 10' wide and tapers out to a width of  almost 35' at the east wall. The ceiling rises to almost 20'.
Two tunnels  exit both north and south in the east end of the chamber, and third tunnel leads off from the southern side of the east wall. Two torches in wall sconces stand at each side of the tunnels.

No guards are here, and echoing voices come from the left tunnel.

3. The Water Room
A 10' wide, 30' long, and 10' high tunnel leads to this room. Two torches are at either side of the entrance here. The room is open to an small swift underground stream. The room itself is little more than a 10' wide, 25' long , and 10' tall shelf along the river.
The Skraeling come here for fresh water, to wash clothing, and bath.

A male Skraeling is here, sipping from the water and daydreaming. He carries a spear and dagger.

4. Sleeping Area
As the PC's come around the tunnel bend towards this room make a Surprise check.
A large male Skraeling is standing just around the corner with his back to the tunnel. He is listening to the other males talking in the Sleeping Area.

A 25' x 30'x 15' high almost squarely shaped chamber.
Furs, blankets, and old tapestries are here, piled into nestlike beds. Water jugs, primitive tools, and wooden, stone, and bone personal objects are scattered about. A large pile of wood is along the West wall, and a big firepit, glowing with coals, is in the center of the room. A large man-size pot is  suspended over the coals, two long dipper handles sticking out of the pot.

35 Skraelings (8 males, 10 females, and 17 children) are here resting.
The males are normal 2HD warrios while the females and children are 1 HD, women 4 HP, the children 2 HP. They all fight with daggers and clubs.

5. Butcher's Room
A large dirty chamber, 35' x 30'x 20' tall. A large bloodstained stone, 4' tall and 10' long x 5' wide, sits in the center of the room. Rusty old knives, huge cleavers, and axes, as well as a large metal pot of grease and foul fluids sits arranged on the large butcher stone. Strips of fish and other unidentified animal meat are dried and hanging with herbs on all of the walls.

Torches also line the walls, helping dry the meat and light the room. Old blood trails smear the tunnel leading to this room.

Four cooks, big (4 HD) brutes in blood stained furs, are here sharpening their rusty tools and grunting amongst themselves.

If they notice the PC's, they attack furiously, looking to make a meal of them.

The Cooks
HD 4
HP 20
AC 8 [11]
Atk 1 by massive rusty meat cleaver (dmg 1d8+2)
Move 12
Save 14
AL C
CL/XP  4/120
Special: One of the brutes will grab the pot full of foul greasy fluid and throw it at a PC's face. They need to hit an AC 10 [9.] (If hit, make a Saving Throw or blinded for 2d6 rounds)
.
6. Armory/Treasure Room
Dozens of swords, daggers, axes, and other weaponry, many from designs centuries old.
Dozens of helmets of all type, several torn up chain main shirts, two dozen leather armors of all types, and dozens of shields lie here.

Two old chests alone the back wall contain: 217cp, 125sp, 143gp, 15 gems (25gp each), several pieces of carved whalebone (35 gp for the set), 8 silver goblets (20 gp each), 13 golden earrings (5 gp each), eight rings (25 gp each), 11 necklaces (80gp each), 2 potions ( Healing, Giant Strength), 2 scrolls (MU spell scroll [detect magic; prot. from evil; knock], Cl spell scroll [cue light wounds; cure disease]), an ornate silver and gold ring (Ring of Protection +1), and a pouch of strange grey dust (grey lotus!)

Grey Lotus
The Grey Lotus causes madness in those who breathe in a powder extracted from it, or drink a liquid distilled from it. It is found in swamps in the far East. The madness causes the user to become a raving berserk that attacks everything in sight with unnatural strength. The victim has no control of himself and will kill and destroy any living thing in front of him, until the effect wears off.

The imbiber of Grey Lotus will go berserk, gaining a +2 hit and damage. He attacks the nearest living crature in his sight, friend or foe, and will continue to fight on until he or they are killed, or the effect wears off in 5d6 turns. A Save Throw, at -4 penalty, is allowed to resist the effects.

Also here are bundles of vegetables, fruits, and grains foraged from the nearby hills and farms. As well as barrels of salted pork and fish.

7. The Sacred Tunnel
10' tall and 5' wide, this tunnel is nearly 200' long, winding around itself three and a half times, leading to the Shaman and Chieftian's chamber.

The walls are carved with what appear to be pictures of ancient warriors, kings, and other images indecipherable with age.

8. The Throne Room
A smell of heavy incense wafts from this room.

Over 50' long and 20' wide, this chamber is dominated by a large dais carved from the rock floor. Three steps surround the dais. The 20' x 10' platform is covered in darkly carved symbols and a pair of shackles, with 10' of heavy chain, is bolted to the center of the stone slab, keys to the manacle are in a pouch the Shaman wears around his grizzled neck.

Four corner pillars, carved in the shape of winding rune covered tentacles and alien arms, reach from the slab to the ceiling, a niche in each to hold flaming oil and burning incense.
Pillars are carved in 5' spaces around the entire chamber.

The Skraeling Chieftain lives in the west corner of the chamber (marked A), amid dirty furs and bones piled here.

A large throne, now broken, sits on the east side of the room. The Shaman beds down in front of the broken throne (marked B) in a massive pile of clean furs, cloth, and various bone and metal trinkets such as dice and strange carvings.

Piled on each side of the broken throne are the following items: crystal ball, incense (30gp), treasure sack (35sp, 83gp), fine silver candlesticks (100gp), golden goblet (200gp), 5 jugs of fine wine (5gp each). A finely worked and elaborately decorated long sword in an ornately wrapped scabbard sits across the arms of the throne. It is a +2 weapon and as a magic item is regarded with fear and astonishment from the Skraelings.

Near the doorway (marked S), are crates of torches, three barrels of lamp oil, and two large jugs of water.

Currently in the chamber are: the Shaman, the Chieftain, 10 Skraelings, and Isgerd, who is chained to the dais (marked with an x on the map).

The Skraelings and the Chieftain are gathered around the steps near the east end of the dais, watching the Shaman cast runes stones amid the bloody mangled remains of a rabbit and sipping wine.

They will fight to the death if attacked.
The Shaman, after casting spells, will try to get to Isgerd and, knife to her throat, escape.

The Skraeling Chieftain
8' tall, hulking Degenerate Caveman
HD 6
HP 44
AC 5 [14]
Atk 1 by weapon, Battle Axe (1d8+2)
Move 12
Save  9
AL C
CL/XP  6/400
Special:  None

The Skraeling Shaman
Degenerate Cavemen Magic User, level 5
HD 5 (d4)
HP 15
AC 8 [11]
Atk 1 by gold plated ceremonial dagger (1d4)
Move 9 (due to age)
Save 11
AL C
CL/XP
Special: Spells per Day: 4 2 1
1st   Charm Person, Magic Missile, Shield, Sleep
2nd  ESP, Levitate
3rd   Hold Person

9. The Long Passage
This passage is 5' wide and over 115' long and curves in a crescent towards the ancient pit room.
The tunnel is carved on all surfaces with images of human sacrifices, what must be dark gods unknown to the Norsemen, and runes  in an unknown language.

As the PC's go through, a Skraeling guard makes his way from the other end, seeking food and water.
They meet halfway.

Roll for noise and surprise.
If the Skraeling hears, he will creep closer, dagger drawn, to attack from the dark for a +2 bonus to hit an unaware character.

10. Sacrificial Pit
This chamber is 50' x 25' chamber dominated by a nearly 45' x 20' pit. The pit is deep; the bottom is well out of the range of available light (it is, in fact, over 200 yards deep, a stone dropped will not be heard due to the bones,rotting organic material, and other sinister things down there). The pit is lined by perfectly cut and placed flagstones. A terrible stench rises faintly from the pit.
The room is covered in carvings and runes, much like the dark tunnel.

The pit is home to an ancient creature, the God of the Skraelings. It is a massive jelly-like thing, millenia old, placed in the pit by the unknown builders of the hiddent throneroom and the pit itself.

The Skraelings keep it under control by giving it sacrifices each month. The creature has been smelling the women for hours now and is eager to feed.

Five women, two Danes and three Briton slaves, are chained along the walls awaiting their fate. Two on the north, two on the south, and one on the east.

Two hulking guardians are patrolling the room, keeping a careful eye out waiting for the Shaman to enter and the sacrifices to the Pit begin. They are wearing furs and scraps of chain-mail and carry large two-handed cleavers. They are pacing back and forth in front of the girls.

Hulking Guardian Skraelings
HD 4
HP 25
AC 5 [14]
Atk 1 by weapon, cleaver (1d8+2)
Move 12
Save  14
AL C
CL/XP  4/120
Special:  None

Once the PC's get involved the Guardians will attack the women, cleaving them in half at the abdomen, the lower half falling into the pit for the God. They will retreat around the pit trying to kill as many women as possible not wanting to leave any alive for the PC's.

The God, meanwhile, will go into a feeding frenzy from the fresh blood and offal. After the first victim (or pieces of victim) lands in the pit, the God will emerge in 1d6+2 rounds to attempt to devour everyone in the room.

The God in the Pit
HD 10
HP 60
AC 1 [18]
Atk 1, Area attack 20' area engulf, (3d6)
Move 12
Save 5
AL C
CL/XP  15/2,900
Special:  Magic Immunity 30%. Immune to non-magical weapons. Immune to poison, sleep, charms, paralysis, polymorph, and critical hits (if such things are allowed.) Acid, electricity, and fire only do half damage.

The Thing attacks by engulfing its foe to bite, claw, crush, and suck its target apart. It covers a 20' radius and everyone within takes damage. On a successful Saving Throw, the victim takes only half damage, is not trapped, and can try to flee. Failure indicates the victim is trapped by the beast and continues to take damage the next round. A Saving Throw is allowed each round to try to escape. Trapped creatures are carried with the Thing  as it moves along.

11. Underground River
Swift running and ice cold, it comes from a massive underground network of flooded caverns and empties many miles to the South into the sea. There is normally less than a foot of clearance from the river to the top of the tunnels.

Good luck my Vikings!



Saturday, April 13, 2013

I will be participating in the Swords & Wizardry appreciation day on April 17th along with over 130 other bloggers.

Here's the list of blogger's, courtesy of Tenkar's Tavern.



Bit of a remodel and reorganization.

A bit of remodelling today as well as getting several pages of links grouped by subject.